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CGMA LEVEL DESIGN

This page showcases a collection of level blockouts I created for the CGMA Level Design Course in 2025, mentored by Shane Canning (Senior Level Designer at Unseen). 

Architecture Exercise

At the start of this course, I felt a little out of practice with blockouts, so this first assignment served as a great warm-up to get the ideas flowing again. It gave me a chance to shake off the rust and ease back into the workflow.
 

The assignment focused on creating an Asian city inspired by market alleys, with an emphasis on spatial composition and architecture that utilized simple, primitive shapes. It allowed me to practice framing, building rhythm, and creating immersion even at the blockout stage.

An Asian street city blockout focused on workflow and spatial composition

 Visual Style Exercise

An Egyptian interior blockout exploring color, contrast, and guidance in tight spaces

During the second week, the assignment shifted to exploring visual style in blockouts. Unlike the previous exercise where everything was left in neutral gray, here I experimented with using color and contrast as tools for player guidance and atmosphere. This was also my first chance in the course to start thinking about how I personally approach visual style as a designer.
 

The blockout itself was a linear interior space inspired by ancient Egyptian architecture. I focused on creating tight pathways that controlled pacing and movement while using color cues and layout to make navigation feel natural. The exercise helped me hone my ability to shape mood and direction even within simple blockout geometry.

Exploration Blockout

A jungle ruins blockout blending linear flow with open exploration and environmental storytelling

During the third week, I shifted away from the more architectural blockouts of the earlier assignments and explored a setting that emphasized organic shapes and outdoor environments. The jungle ruins theme provided an opportunity to practice incorporating foliage and primitive, low-poly assets into a blockout workflow, while also experimenting with spatial variety between tight, linear routes and larger, open areas.

My goal was to emphasize exploration and memorable gameplay moments. I designed early combat spaces, rock-climbing sections, and a zip-line sequence inspired by jungle environments in the Uncharted series. Even with simple blockout geometry, I wanted the spaces to feel immersive, readable, and grounded in a believable world.

For this assignment, I explored a more narrative-focused blockout set on an abandoned lunar research base. The level was designed with a clear player mission: investigate why communication was lost, stabilize the facility, and restore power. To reinforce the setting, I emphasized creating a cold, icy atmosphere that blended interior and exterior gameplay spaces.
 

While I intended to create a greater sense of openness supported by points of interest and landmarks, the final blockout leaned more linear in its layout. The level only begins to open up toward the end, with a central landmark serving more as a visual marker than a guiding tool. Even so, the process provided me with valuable practice in experimenting with narrative beats and balancing linear flow with larger narrative spaces.

Horror & Atmosphere Exercise

A village blockout built around suspense, pacing, and environmental storytelling.

This assignment challenged me to create a horror-themed blockout that relied heavily on atmosphere and mood. Even though it was built from simple primitives, I wanted the environment to feel immersive and believable, practicing how to sell a strong thematic tone that could carry through into a larger project. The level was set in a swamp-like environment, and I used lighting, sound, and environmental detail to build tension and establish the unsettling vibe.
 

My focus was on atmosphere and environmental storytelling, supported by audio cues, visibility control, and moments of surprise to heighten tension. I also experimented with dialogue beats and key set pieces to reinforce the horror theme, making sure the blockout not only conveyed gameplay flow but also the dramatic tone of the genre.

Narrative Design Exercise

A lunar research facility blockout framed around mission structure and points of interest

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